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- Jul 1, 2013
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I am curious how ones would try to balance Elemental magic here. Had this thought looking at the elements in my game. It has twelve main elements and while most party members have a singular elemental typing, some of them have dual typing which increases strengths and weaknesses. And there's equipment that can temporarily add or even swap elements off a character as long as they are equipped. The elements in my game are as followed:
Fire
Water
Ice
Earth
Electric
Wind
Poison
Metal
Light
Dark
Time
Cosmic
Some elements follow a mutually exclusive strength/weakness line here. Light and Dark are exclusively strong and weak to each other and Time and Cosmic are the same but with each other. While the others follow a more Pokemon style style where some have multiple strengths and weaknesses(Fire is weak against Water but is strong against Earth and Metal for one). Though I am also trying to think what Dark, Light, Time, and Cosmic would be stronger and weaker against each other if I want to go for a more branching elemental formula system.
In your opinion, how would you go about such a thing and/or any combinations for strengths or weaknesses you see could work? Or any other way to make them different beyond just a rock-paper-scissors combat mechanic? Right now I only have Poison elemental characters have an immunity to Poison and Electric party members can do extra damage to Robotic enemies or Fire characters able to get less damage walking on lava tiles and can do extra damage to plant based enemies. Light elemental characters can do extra damage to Undead and have more effective healing. Those are just some ideas and are rough, though.
But how would you personally go about it here? And how do you do Elements in your game for balancing and mechanics? I'd love to know.
Fire
Water
Ice
Earth
Electric
Wind
Poison
Metal
Light
Dark
Time
Cosmic
Some elements follow a mutually exclusive strength/weakness line here. Light and Dark are exclusively strong and weak to each other and Time and Cosmic are the same but with each other. While the others follow a more Pokemon style style where some have multiple strengths and weaknesses(Fire is weak against Water but is strong against Earth and Metal for one). Though I am also trying to think what Dark, Light, Time, and Cosmic would be stronger and weaker against each other if I want to go for a more branching elemental formula system.
In your opinion, how would you go about such a thing and/or any combinations for strengths or weaknesses you see could work? Or any other way to make them different beyond just a rock-paper-scissors combat mechanic? Right now I only have Poison elemental characters have an immunity to Poison and Electric party members can do extra damage to Robotic enemies or Fire characters able to get less damage walking on lava tiles and can do extra damage to plant based enemies. Light elemental characters can do extra damage to Undead and have more effective healing. Those are just some ideas and are rough, though.
But how would you personally go about it here? And how do you do Elements in your game for balancing and mechanics? I'd love to know.